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Development of Board Game “Dynamic Dash†in Learning Force and Motion for Grade 12 STEM Learners

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  • Joraidah B. Malaco

    (Mindanao State University-Iligan Institute of Technology/College of Education, Department of Science and Mathematics Education)

  • Sotero O. Malayao Jr

    (Mindanao State University-Iligan Institute of Technology/College of Education, Department of Science and Mathematics Education)

  • Giovanni J. Paylaga

    (Mindanao State University-Iligan Institute of Technology/College of Science and Mathematics, Department of Physics)

  • Noel Lito B. Sayson

    (Mindanao State University-Iligan Institute of Technology/College of Science and Mathematics, Department of Physics)

  • Dennis C. Arrogancia

    (Mindanao State University-Iligan Institute of Technology/College of Science and Mathematics, Department of Physics)

  • Jun Karren V. Caparoso

    (Mindanao State University-Iligan Institute of Technology/College of Education, Department of Science and Mathematics Education)

Abstract

The issue of low performance in science education, often attributed to low student engagement and insufficient instructional materials (IMs), has prompted various studies aimed at addressing this challenge. This study focuses on integrating a board game into the educational framework to enhance student engagement, specifically in the teaching of “Force and Motion,†a challenging topic in Physics for Grade 12 STEM learners. The board game, titled “Dynamic Dash,†was developed using the Successive Approximation Model (SAM), with iterative improvements based on feedback from science teachers and STEM graduates, ensuring alignment with the DepEd competencies. A developmental research design was employed, utilizing a mixed-methods approach. The study compared the performance of a control group (traditional lecture-based instruction) with an experimental group (incorporating the “Dynamic Dash†board game). Data analysis techniques included qualitative insights, mean computation for rating scales, and normalized gain for quantitative assessment. The “Dynamic Dash†board game received a “Very Good†rating from 20 in-service Science Teachers and 35 STEM graduate students, highlighting its effectiveness in addressing curriculum-relevant aspects. The study recommends implementing the game in classrooms and measuring student learning through pre-and post-tests to evaluate their understanding of force and motion.

Suggested Citation

  • Joraidah B. Malaco & Sotero O. Malayao Jr & Giovanni J. Paylaga & Noel Lito B. Sayson & Dennis C. Arrogancia & Jun Karren V. Caparoso, 2025. "Development of Board Game “Dynamic Dash†in Learning Force and Motion for Grade 12 STEM Learners," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 9(3), pages 4739-4747, March.
  • Handle: RePEc:bcp:journl:v:9:y:2025:issue-3:p:4739-4747
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